Results for 'Games with backward moves'

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  1.  61
    Semantic games with chance moves.Arcady Blinov - 1994 - Synthese 99 (3):311 - 327.
    In the presence of chance moves in a semantical game, the existence of pure optimal strategies does not guarantee the existence of winning ones. This fact provides a basis for constructing supervaluational semantical games with a chance move. Additional possibilities of using chance moves in game-theoretical semantics are also discussed.
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  2.  62
    Semantic games with chance moves revisited: from IF logic to partial logic.Xuefeng Wen & Shier Ju - 2013 - Synthese 190 (9):1605-1620.
    We associate the semantic game with chance moves conceived by Blinov with Blamey’s partial logic. We give some equivalent alternatives to the semantic game, some of which are with a third player, borrowing the idea of introducing the pseudo-player called Nature in game theory. We observe that IF propositional logic proposed by Sandu and Pietarinen can be equivalently translated to partial logic, which implies that imperfect information may not be necessary for IF propositional logic. We also (...)
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  3.  55
    Between proof and truth.Julien Boyer & Gabriel Sandu - 2012 - Synthese 187 (3):821-832.
    We consider two versions of truth as grounded in verification procedures: Dummett's notion of proof as an effective way to establish the truth of a statement and Hintikka's GTS notion of truth as given by the existence of a winning strategy for the game associated with a statement. Hintikka has argued that the two notions should be effective and that one should thus restrict one's attention to recursive winning strategies. In the context of arithmetic, we show that the two (...)
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  4. Game-theoretic axioms for local rationality and bounded knowledge.Gian Aldo Antonelli & Cristina Bicchieri - 1995 - Journal of Logic, Language and Information 4 (2):145-167.
    We present an axiomatic approach for a class of finite, extensive form games of perfect information that makes use of notions like “rationality at a node” and “knowledge at a node.” We distinguish between the game theorist's and the players' own “theory of the game.” The latter is a theory that is sufficient for each player to infer a certain sequence of moves, whereas the former is intended as a justification of such a sequence of moves. While (...)
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  5. Rationalizations and Promises in Games.Johan van Benthem - unknown
    Understanding human behaviour involves "why"'s as well as "how"'s. Rational people have good reasons for acting, but it can be hard to find out what these were and how they worked. In this Note, we discuss a few ways in which actions, preferences, and expectations are intermingled. This mixture is especially clear with the well-known solution procedure for extensive games called 'Backward Induction'. In particular, we discuss three scenarios for analyzing behaviour in a game. One can rationalize (...)
     
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  6. Newcomb’s Paradox Realized with Backward Causation.Jan Hendrik Schmidt - 1998 - British Journal for the Philosophy of Science 49 (1):67-87.
    In order to refute the widely held belief that the game known as ‘Newcomb's paradox’ is physically nonsensical and impossible to imagine (e.g. because it involves backward causation), I tell a story in which the game is realized in a classical, deterministic universe in a physically plausible way. The predictor is a collection of beings which are by many orders of magnitude smaller than the player and which can, with their exquisite measurement techniques, observe the particles in the (...)
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  7.  62
    Grappling With the Centipede: Defence of Backward Induction for BI-Terminating Games.Wlodek Rabinowicz - 1998 - Economics and Philosophy 14 (1):95-126.
    According to the standard objection to backward induction in games, its application depends on highly questionable assumptions about the players' expectations as regards future counterfactual game developments. It seems that, in order to make predictions needed for backward reasoning, the players must expect each player to act rationally at each node that in principle could be reached in the game, and also to expect that this confidence in the future rationality of the players would be kept by (...)
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  8.  31
    Games with Zero-knowledge Signaling.Edward Epsen - 2007 - Studia Logica 86 (3):403-414.
    We observe that in certain two-player repeated games of incomplete information, where information may be incomplete on both sides, it is possible for an informed player to signal his status as an informed player to the other without revealing any information about the choice of chance. The key to obtaining such a class of games is to relax the assumption that the players’ moves are observable. We show that in such cases players can achieve a kind of (...)
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  9. Backwards induction in the centipede game.John Broome & Wlodek Rabinowicz - 1999 - Analysis 59 (4):237-242.
    The standard backward-induction reasoning in a game like the centipede assumes that the players maintain a common belief in rationality throughout the game. But that is a dubious assumption. Suppose the first player X didn't terminate the game in the first round; what would the second player Y think then? Since the backwards-induction argument says X should terminate the game, and it is supposed to be a sound argument, Y might be entitled to doubt X's rationality. Alternatively, Y might (...)
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  10.  22
    Backward induction in games: an attempt at logical reconstruction.Wlodek Rabinowicz - 2000 - In Value and Choice: Some Common Themes in Decision Theory and Moral Philosophy. pp. 243-256.
    Backward induction has been the standard method of solving finite extensive-form games with perfect information, notwithstanding the fact that this procedure leads to counter-intuitive results in various games. However, beginning in the late eighties, the method of backward induction became an object of criticism. It is claimed that the assumptions needed for its defence are quite implausible, if not incoherent. It is therefore natural to ask for the justification of backward induction: Can one show (...)
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  11.  30
    An abstract approach to reasoning about games with mistaken and changing beliefs.Benedikt Löwe & Eric Pacuit - 2008 - Australasian Journal of Logic 6 (5):162-181.
    We do not believe that logic is the sole answer to deep and intriguing questions about human behaviour, but we think that it might be a useful tool in simulating and understanding it to a certain degree and in specifically restricted areas of application. We do not aim to resolve the question of what rational behaviour in games with mistaken and changing beliefs is. Rather, we develop a formal and abstract framework that allows us to reason about behaviour (...)
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  12.  14
    Folk theorems in a bargaining game with endogenous protocol.Shiran Rachmilevitch - 2019 - Theory and Decision 86 (3-4):389-399.
    Two players bargain to select a utility allocation in some set X⊂R+2\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$X\subset {\mathbb {R}}_+^2$$\end{document}. Bargaining takes place in infinite discrete time, where each period t is divided into two sub-periods. In the first sub-period, the players play a simultaneous-move game to determine that period’s proposer, and bargaining takes place in the second sub-period. Rejection triggers a one-period delay and move to t+1\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$t+1$$\end{document}. For (...)
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  13.  3
    Going Backwards to Fill in the Missing Processes for Training and Evaluation of Clinical Bioethicists: What Has Been Needed for Decades to Move Real Professionalism Forward.Evan G. DeRenzo - 2021 - Journal of Clinical Ethics 32 (2):149-154.
    As the field of clinical bioethics has moved from its pioneers, who turned their attention to ethics problems in clinical medicine and clinical and animal research, to today’s ubiquity of university degrees and fellowships in bioethics, there has been a steady drumbeat to professionalize the field. The problem has been that the necessary next steps—to specify the skills, knowledge, and personal and professional attributes of a clinical bioethicist, and to have a method to train and evaluate mastery of these standards—are (...)
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  14.  4
    Conversation dynamics in a multiplayer video game with knowledge asymmetry.James Simpson, Patrick Nalepka, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best, Deborah Richards & Michael J. Richardson - 2022 - Frontiers in Psychology 13.
    Despite the challenges associated with virtually mediated communication, remote collaboration is a defining characteristic of online multiplayer gaming communities. Inspired by the teamwork exhibited by players in first-person shooter games, this study investigated the verbal and behavioral coordination of four-player teams playing a cooperative online video game. The game, Desert Herding, involved teams consisting of three ground players and one drone operator tasked to locate, corral, and contain evasive robot agents scattered across a large desert environment. Ground players (...)
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  15.  20
    Moving backward through perceptual compensation.Haluk Öğmen, Saumil S. Patel, Gopathy Purushothaman & Harold E. Bedell - 2008 - Behavioral and Brain Sciences 31 (2):212-213.
    In the target article Nijhawan speculates that visual perceptual mechanisms compensate for neural delays so that moving objects may be perceived closer to their physical locations. However, the vast majority of published psychophysical data are inconsistent with this speculation.
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  16. Moving pictures of thought II: Graphs, games, and pragmaticism's proof.Ahti-Veikko Pietarinen - 2011 - Semiotica 2011 (186):315-331.
    Peirce believed that his pragmaticism can be conclusively proven. Beginning in 1903, he drafted several attempts, ending by 1908 with a semeiotic proof. Around 1905, he exposes the proof using the theory of Existential Graphs . This paper modernizes the semantics Peirce proposed for EGs in terms of game-theoretic semantics . Peirce's 1905 proof is then reconstructed in three parts, by relating pragmaticism to the GTS conception of meaning, showing that Peirce's proof is an argument for a relational structure (...)
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  17.  35
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  18.  63
    Linking Game-Theoretical Approaches with Constructive Type Theory: Dialogical Strategies, Ctt Demonstrations and the Axiom of Choice.Shahid Rahman & Nicolas Clerbout - 2015 - Cham, Switzerland: Springer.
    We now move to the demonstration of the left-to-right direction of the equivalence result. Let us assume that there is a winning $$\mathbf {P}$$ P -strategy in the dialogical game for $$\varphi $$ φ.
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  19.  6
    Semantic games for first-order entailment with algorithmic players.Emmanuel Genot & Justine Jacot - unknown
    If semantic consequence is analyzed with extensive games, logical reasoning can be accounted for by looking at how players solve entailment games. However, earlier approaches to game semantics cannot achieve this reduction, by want of explicitly dened preferences for players. Moreover, although entailment games can naturally translate the idea of argumentation about a common ground, a cognitive interpretation is undermined by the complexity of strategic reasoning. We thus describe a class of semantic extensive entailment game (...) algorithmic players, who have preferences for parsimonious spending of computational resources and thus compute partial strategies under qualitative uncertainty about future histories. We prove the existence of local preferences for moves and of strategic fixpoints that allow to map game-trees to tableaux proofs, and exhibit a strategy prole that solves the fixpoint selection problem, and can be mapped to systematic constructions of semantic trees, yielding a completeness result by translation. We then discuss the correspondence between proof heuristics and strategies in our games, the relations of our games to gts, and possible extensions to other entailment relations. We conclude that the main interest of our result lies in the possibility to bridge argumentative and cognitive models of logical reasoning, rather than in new meta-theoretic results. All proofs are given in appendix. (shrink)
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  20. Perspective-Taking and Depth of Theory-of-Mind Reasoning in Sequential-Move Games.Jun Zhang, Trey Hedden & Adrian Chia - 2012 - Cognitive Science 36 (3):560-573.
    Theory-of-mind (ToM) involves modeling an individual’s mental states to plan one’s action and to anticipate others’ actions through recursive reasoning that may be myopic (with limited recursion) or predictive (with full recursion). ToM recursion was examined using a series of two-player, sequential-move matrix games with a maximum of three steps. Participants were assigned the role of Player I, controlling the initial and the last step, or of Player II, controlling the second step. Appropriate for the assigned (...)
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  21. The Pope moves backward on terminal care free inquiry , 24, no. 5 (aug/sep 2004), pp. 19-20.Peter Singer - manuscript
    Those are the words of Pope John Paul II, speaking in March 2004 to an international congress held in Rome. The conference was on "Life-sustaining Treatments and Vegetative State: Scientific Advances and Ethical Dilemmas," and it was organized by the World Federation of Catholic Medical Associations and the Pontifical Academy for Life. The pope was able to cut through all the ethical dilemmas. Although he acknowledged that a patient in a persistent vegetative state, or PVS, "shows no evident sign of (...)
     
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  22. The Pope Moves Backward on Terminal Care.Peter Singer - 2004 - Free Inquiry 24.
    The pope supported his conclusion by arguing that some patients with PVS make at least a partial recovery, and, in the current state of medical science, we are still unable to predict with certainty which patients will recover and which will not. But here he seems to have been poorly advised. While it is true that in most PVS cases, we cannot definitively exclude the possibility of recovery, modern brain-imaging techniques do now enable us to know that in (...)
     
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  23. Three problems in the philosophy of movie music.with Margaret Moore - 2021 - In Noël Carroll (ed.), Philosophy and the Moving Image: Selected Essays. New York: Oxford University Press.
     
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  24. Cognitivism, psychology, and neuroscience: movies as attentional engines.with William P. Seeley - 2021 - In Noël Carroll (ed.), Philosophy and the Moving Image: Selected Essays. New York: Oxford University Press.
  25. The language game of responsible agency and the problem of free will: How can epistemic dualism be reconciled with ontological monism?Jürgen Habermas - 2007 - Philosophical Explorations 10 (1):13 – 50.
    In this essay, I address the question of whether the indisputable progress being made by the neurosciences poses a genuine threat to the language game of responsible agency. I begin by situating free will as an ineliminable component of our practices of attributing responsibility and holding one another accountable, illustrating this via a discussion of legal discourse regarding the attribution of responsibility for criminal acts. I then turn to the practical limits on agents' scientific self-objectivation, limits that turn out to (...)
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  26.  8
    Moved by Emotions: Affective Concepts Representing Personal Life Events Induce Freely Performed Steps in Line With Combined Sagittal and Lateral Space-Valence Associations.Susana Ruiz Fernández, Lydia Kastner, Sergio Cervera-Torres, Jennifer Müller & Peter Gerjets - 2019 - Frontiers in Psychology 10.
    Embodiment approaches to cognition and emotion have put forth the idea that the way we think and talk about affective events often recruits spatial information that stems, to some extent, from our bodily experiences. For example, metaphorical expressions such as “being someone’s right hand” or “leaving something bad behind” convey affectivity associated with the lateral and sagittal dimensions of space. Action tendencies associated with affect such as the directional fluency of hand movements (dominant right hand-side – positive; non-dominant (...)
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  27.  11
    Semantics modulo satisfiability with applications: function representation, probabilities and game theory.Sandro Márcio da Silva Preto - 2022 - Bulletin of Symbolic Logic 28 (2):264-265.
    In the context of propositional logics, we apply semantics modulo satisfiability—a restricted semantics which comprehends only valuations that satisfy some specific set of formulas—with the aim to efficiently solve some computational tasks. Three possible such applications are developed.We begin by studying the possibility of implicitly representing rational McNaughton functions in Łukasiewicz Infinitely-valued Logic through semantics modulo satisfiability. We theoretically investigate some approaches to such representation concept, called representation modulo satisfiability, and describe a polynomial algorithm that builds representations in the (...)
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  28.  30
    Backward induction: Merits and flaws.Marek M. Kamiński - 2017 - Studies in Logic, Grammar and Rhetoric 50 (1):9-24.
    Backward induction was one of the earliest methods developed for solving finite sequential games with perfect information. It proved to be especially useful in the context of Tom Schelling’s ideas of credible versus incredible threats. BI can be also extended to solve complex games that include an infinite number of actions or an infinite number of periods. However, some more complex empirical or experimental predictions remain dramatically at odds with theoretical predictions obtained by BI. The (...)
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  29.  29
    Projective Games on the Reals.Juan P. Aguilera & Sandra Müller - 2020 - Notre Dame Journal of Formal Logic 61 (4):573-589.
    Let Mn♯ denote the minimal active iterable extender model which has n Woodin cardinals and contains all reals, if it exists, in which case we denote by Mn the class-sized model obtained by iterating the topmost measure of Mn class-many times. We characterize the sets of reals which are Σ1-definable from R over Mn, under the assumption that projective games on reals are determined:1. for even n, Σ1Mn=⅁RΠn+11;2. for odd n, Σ1Mn=⅁RΣn+11.This generalizes a theorem of Martin and Steel for (...)
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  30.  67
    Backward Induction Is Not Robust: The Parity Problem and the Uncertainty Problem.Steven J. Brams & D. Marc Kilgour - 1998 - Theory and Decision 45 (3):263-289.
    A cornerstone of game theory is backward induction, whereby players reason backward from the end of a game in extensive form to the beginning in order to determine what choices are rational at each stage of play. Truels, or three-person duels, are used to illustrate how the outcome can depend on (1) the evenness/oddness of the number of rounds (the parity problem) and (2) uncertainty about the endpoint of the game (the uncertainty problem). Since there is no known (...)
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  31. Game-Play in Fiction: a Critical Paradigm.Sura P. Rath - 1986 - Diogenes 34 (136):128-141.
    Toward the end of Light in August, in the climactic scene in Chapter 1 where the authorities of justice pursue the elusive Joe Christmas through the streets of Jefferson, William Faulkner introduces a new character, Percy Grimm, a twenty-five-year-old captain in the State National Guard who has relentlessly acquired the rank of a special deputy for the search. As the town closes for the weekend, Grimm keeps vigil at a downtown store where other townsfolk have begun a poker game to (...)
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  32. Iterated backward inference: An algorithm for proper rationalizability.Oliver Schulte - unknown
    An important approach to game theory is to examine the consequences of beliefs that agents may have about each other. This paper investigates respect for public preferences. Consider an agent A who believes that B strictly prefers an option a to an option b. Then A respects B’s preference if A assigns probability 1 to the choice of a given that B chooses a or b. Respect for public preferences requires that if it is common belief that B prefers a (...)
     
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  33.  46
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  34.  75
    Individuating games.Michael Ridge - 2020 - Synthese 198 (9):8823-8850.
    Games, which philosophers commonly invoke as models for diverse phenomena, are plausibly understood in terms of rules and goals, but this gives rise to two puzzles. The first concerns the identity of a single game over time. Intuitively one and the same game can undergo a change in rules, as when the rules of chess were modified so that a pawn could be moved two squares forward on its first move. Yet if games are individuated in terms of (...)
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  35.  26
    Backwards time: Causal catachresis and its influence on viewpoint flow.Douglass Virdee - 2019 - Cognitive Linguistics 30 (2):417-438.
    This paper proposes a cognitive linguistic explanation of the unusual narrative construal of time as moving backwards. It shows that backwards time in narrative involves setting up an alternative space in which a second narrative is constructed simultaneously, resulting in a viewpoint hierarchy which postulates four viewpoints on each discourse statement. The paper draws together research on conceptual metaphor, mental spaces theory and viewpoint multiplicity, bringing it to bear on discourse fragments. The majority of these are taken from Martin Amis’s (...)
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  36.  49
    Belief system foundations of backward induction.Antonio Quesada - 2002 - Theory and Decision 53 (4):393-403.
    Two justifications of backward induction (BI) in generic perfect information games are formulated using Bonanno's (1992; Theory and Decision 33, 153) belief systems. The first justification concerns the BI strategy profile and is based on selecting a set of rational belief systems from which players have to choose their belief functions. The second justification concerns the BI path of play and is based on a sequential deletion of nodes that are inconsistent with the choice of rational belief (...)
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  37.  18
    A game semantics for generic polymorphism.Samson Abramsky & Radha Jagadeesan - 2005 - Annals of Pure and Applied Logic 133 (1-3):3-37.
    Genericity is the idea that the same program can work at many different data types. Longo, Milstead and Soloviev proposed to capture the inability of generic programs to probe the structure of their instances by the following equational principle: if two generic programs, viewed as terms of type , are equal at any given instance A[T], then they are equal at all instances. They proved that this rule is admissible in a certain extension of System F, but finding a semantically (...)
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  38.  51
    Backward Causation, Isolation and the Pursuit of Justice.Milan M. Cirkovic & Suzana Cveticanin - 2002 - Epistemologia 25 (1):145-162.
    The recent operationalization of the famous Newcomb's game by Schmidt (1998) offers an interesting and thought-provoking look at the plausibility of backward causation in a Newtonian universe. Hereby we investigate two details of the Schmidt's scenario which may, at least in principle, invalidate his conclusion in two different domains: one dealing with the issue of Newtonian predictability in specific instance of human actions, and the other stemming from a possible strategy aimed at obviating the anthropically oriented view of (...)
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  39.  27
    Polarized games.Olivier Laurent - 2004 - Annals of Pure and Applied Logic 130 (1-3):79-123.
    We generalize the intuitionistic Hyland–Ong games to a notion of polarized games allowing games with plays starting by proponent moves. The usual constructions on games are adjusted to fit this setting yielding game models for both Intuitionistic Linear Logic and Polarized Linear Logic. We prove a definability result for this polarized model and this gives complete game models for various classical systems: , λμ-calculus, … for both call-by-name and call-by-value evaluations.
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  40.  61
    Doxastic Conditions for Backward Induction.Thorsten Clausing - 2003 - Theory and Decision 54 (4):315-336.
    The problem of finding sufficient doxastic conditions for backward induction in games of perfect information is analyzed in a syntactic framework with subjunctive conditionals. This allows to describe the structure of the game by a logical formula and consequently to treat beliefs about this structure in the same way as beliefs about rationality. A backward induction and a non-Nash equilibrium result based on higher level belief in rationality and the structure of the game are derived.
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  41.  29
    Agent connectedness and backward induction.Christian W. Bach & Conrad Heilmann - unknown
    We analyze the sequential structure of dynamic games with perfect information. A three-stage account is proposed, that species setup, reasoning and play stages. Accordingly, we define a player as a set of agents corresponding to these three stages. The notion of agent connectedness is introduced into a type-based epistemic model. Agent connectedness measures the extent to which agents' choices are sequentially stable. Thus describing dynamic games allows to more fully understand strategic interaction over time. In particular, we (...)
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  42. Cooperation, psychological game theory, and limitations of rationality in social interaction.Andrew M. Colman - 2003 - Behavioral and Brain Sciences 26 (2):139-153.
    Rational choice theory enjoys unprecedented popularity and influence in the behavioral and social sciences, but it generates intractable problems when applied to socially interactive decisions. In individual decisions, instrumental rationality is defined in terms of expected utility maximization. This becomes problematic in interactive decisions, when individuals have only partial control over the outcomes, because expected utility maximization is undefined in the absence of assumptions about how the other participants will behave. Game theory therefore incorporates not only rationality but also common (...)
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  43.  21
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and (...)
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  44. Backwards-and-Forwards from the Unexpected: Teachers as Constructionist Learners.A. I. Sacristán - 2015 - Constructivist Foundations 10 (3):382-383.
    Open peer commentary on the article “Learning about Learning with Teachers and Young Children” by Chrystalla Papademetri-Kachrimani. Upshot: The activities that Papademetri-Kachrimani presents in her stories create situations that lead to unexpected results, thus opening the potential for learning about learning in teachers’ professional development. These integrate modeling-based learning - arguably a form of constructionism -, and allow learners to move back-and-forth between representations in order to develop strategies and rules.
     
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  45.  12
    Semantic Games for Algorithmic Players.Emmanuel Genot & Justine Jacot - unknown
    We describe a class of semantic extensive entailment game with algorithmic players, related to game-theoretic semantics, and generalized to classical first-order semantic entailment. Players have preferences for parsimonious spending of computational resources, and compute partial strategies, under qualitative uncertainty about future histories. We prove the existence of local preferences for moves, and strategic fixpoints, that allow to map eeg game-tree to the building rules and closure rules of Smullyan's semantic tableaux. We also exhibit a strategy profile that solves (...)
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  46.  17
    Asymmetry – where evolutionary and developmental genetics meet.Philip Batterham, Andrew G. Davies, Anne Y. Game & John A. McKenzie - 1996 - Bioessays 18 (10):841-845.
    The mechanisms responsible for the fine tuning of development, where the wildtype phenotype is reproduced with high fidelity, are not well understood. The difficulty in approaching this problem is the identification of mutant phenotypes indicative of a defect in these fine‐tuning control mechanisms. Evolutionary biologists have used asymmetry as a measure of developmental homeostasis. The rationale for this was that, since the same genome controls the development of the left and right sides of a bilaterally symmetrical organism, departures from (...)
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  47.  28
    Inconsistencies in extensive games.Martin Dufwenberg & Johan Lindén - 1996 - Erkenntnis 45 (1):103 - 114.
    In certain finite extensive games with perfect information, Cristina Bicchieri (1989) derives a logical contradiction from the assumptions that players are rational and that they have common knowledge of the theory of the game. She argues that this may account for play outside the Nash equilibrium. She also claims that no inconsistency arises if the players have the minimal beliefs necessary to perform backward induction. We here show that another contradiction can be derived even with minimal (...)
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  48.  9
    Cooperation Mechanisms for the Prisoner’s Dilemma with Bayesian Games.Wei Xiong - 2023 - In Natasha Alechina, Andreas Herzig & Fei Liang (eds.), Logic, Rationality, and Interaction: 9th International Workshop, LORI 2023, Jinan, China, October 26–29, 2023, Proceedings. Springer Nature Switzerland. pp. 284-291.
    This paper explores the cooperation mechanisms for the prisoner’s dilemma game, a canonical example for studying cooperation mechanisms, with Bayesian games. By the approach allowing simultaneous moves with the assumption that the players might be self-interested or norm-following, we establish four possible Bayesian game models, all of which are cooperation mechanisms for the prisoner’s dilemma game except for the model in which one of the two players must be self-interested.
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  49.  35
    Partial-order Boolean games: informational independence in a logic-based model of strategic interaction.Julian Bradfield, Julian Gutierrez & Michael Wooldridge - 2016 - Synthese 193 (3):781-811.
    As they are conventionally formulated, Boolean games assume that players make their choices in ignorance of the choices being made by other players – they are games of simultaneous moves. For many settings, this is clearly unrealistic. In this paper, we show how Boolean games can be enriched by dependency graphs which explicitly represent the informational dependencies between variables in a game. More precisely, dependency graphs play two roles. First, when we say that variable x depends (...)
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  50. An extensive game as a guide for solving a normal game.Ariel Rubinstein - manuscript
    We show that for solvable games, the calculation of the strategies which survive iterative elimination of dominated strategies in normal games is equivalent to the calculation of the backward induction outcome of some extensive game. However, whereas the normal game form does not provide information on how to carry out the elimination, the corresponding extensive game does. As a by-product, we conclude that implementation using a subgame perfect equilibrium of an extensive game with perfect information is (...)
     
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